quaternion conversions to and from matrix4 no longer invert rotations. Define IRR_TEST_BROKEN_QUATERNION_USE in quaternion.h allows compile-tests to find affected code (see changes.txt for more info). Loaders for b3d, ms3d, ogre and .X just use transposed matrixes now for downward compatibility - meaning if it worked before it still works - if it was broken before it's still broken. Same for CSkinnedMesh. For collada (.dae) loader this fixed previously wrong rotations.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4276 dfc29bdd-3216-0410-991c-e03cc46cb475master
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@ -1,5 +1,10 @@
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Changes in 1.8 (??.??.2011)
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- quaternion conversions to and from matrix4 no longer invert rotations.
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To test if your code was affected by this you can set IRR_TEST_BROKEN_QUATERNION_USE in quaternion.h and try to compile your application.
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Then on all compile-errors when you pass the matrix to the quaternion you can replace the matrix transposed matrix.
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For all errors you get on getMatrix() you can use quaternion::getMatrix_transposed instead.
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- CGUIEnvironment::loadGui - loading a gui into a target-element no longer messes up when the gui-file contained guienvironment serialization.
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- Colladawriter now exports materials per node when those are used in Irrlicht
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@ -166,10 +166,6 @@ namespace scene
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SMD3QuaternionTag( const core::stringc& name )
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: Name ( name ) {}
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// construct from a matrix
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SMD3QuaternionTag ( const core::stringc& name, const core::matrix4 &m )
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: Name(name), position(m.getTranslation()), rotation(m) {}
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// construct from a position and euler angles in degrees
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SMD3QuaternionTag ( const core::vector3df &pos, const core::vector3df &angle )
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: position(pos), rotation(angle * core::DEGTORAD) {}
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@ -10,6 +10,11 @@
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#include "matrix4.h"
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#include "vector3d.h"
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// Between Irrlicht 1.7 and Irrlicht 1.8 the quaternion-matrix conversions got fixed.
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// This define disables all involved functions completely to allow finding all places
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// where the wrong conversions had been in use.
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#define IRR_TEST_BROKEN_QUATERNION_USE 0
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namespace irr
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{
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namespace core
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@ -34,8 +39,10 @@ class quaternion
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//! Constructor which converts euler angles (radians) to a quaternion
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quaternion(const vector3df& vec);
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#if !IRR_TEST_BROKEN_QUATERNION_USE
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//! Constructor which converts a matrix to a quaternion
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quaternion(const matrix4& mat);
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#endif
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//! Equalilty operator
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bool operator==(const quaternion& other) const;
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@ -46,8 +53,10 @@ class quaternion
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//! Assignment operator
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inline quaternion& operator=(const quaternion& other);
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#if !IRR_TEST_BROKEN_QUATERNION_USE
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//! Matrix assignment operator
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inline quaternion& operator=(const matrix4& other);
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#endif
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//! Add operator
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quaternion operator+(const quaternion& other) const;
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@ -89,8 +98,10 @@ class quaternion
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//! Normalizes the quaternion
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inline quaternion& normalize();
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#if !IRR_TEST_BROKEN_QUATERNION_USE
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//! Creates a matrix from this quaternion
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matrix4 getMatrix() const;
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#endif
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//! Creates a matrix from this quaternion
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void getMatrix( matrix4 &dest, const core::vector3df &translation ) const;
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@ -185,13 +196,13 @@ inline quaternion::quaternion(const vector3df& vec)
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set(vec.X,vec.Y,vec.Z);
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}
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#if !IRR_TEST_BROKEN_QUATERNION_USE
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// Constructor which converts a matrix to a quaternion
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inline quaternion::quaternion(const matrix4& mat)
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{
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(*this) = mat;
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}
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#endif
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// equal operator
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inline bool quaternion::operator==(const quaternion& other) const
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@ -218,7 +229,7 @@ inline quaternion& quaternion::operator=(const quaternion& other)
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return *this;
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}
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#if !IRR_TEST_BROKEN_QUATERNION_USE
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// matrix assignment operator
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inline quaternion& quaternion::operator=(const matrix4& m)
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{
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@ -229,9 +240,9 @@ inline quaternion& quaternion::operator=(const matrix4& m)
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const f32 scale = sqrtf(diag) * 2.0f; // get scale from diagonal
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// TODO: speed this up
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X = ( m(2,1) - m(1,2)) / scale;
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Y = ( m(0,2) - m(2,0)) / scale;
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Z = ( m(1,0) - m(0,1)) / scale;
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X = ( m(1,2) - m(2,1)) / scale;
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Y = ( m(2,0) - m(0,2)) / scale;
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Z = ( m(0,1) - m(1,0)) / scale;
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W = 0.25f * scale;
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}
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else
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@ -244,9 +255,9 @@ inline quaternion& quaternion::operator=(const matrix4& m)
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// TODO: speed this up
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X = 0.25f * scale;
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Y = (m(0,1) + m(1,0)) / scale;
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Z = (m(2,0) + m(0,2)) / scale;
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W = (m(2,1) - m(1,2)) / scale;
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Y = (m(1,0) + m(0,1)) / scale;
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Z = (m(0,2) + m(2,0)) / scale;
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W = (m(1,2) - m(2,1)) / scale;
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}
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else if ( m(1,1) > m(2,2))
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{
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@ -255,10 +266,10 @@ inline quaternion& quaternion::operator=(const matrix4& m)
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const f32 scale = sqrtf( 1.0f + m(1,1) - m(0,0) - m(2,2)) * 2.0f;
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// TODO: speed this up
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X = (m(0,1) + m(1,0) ) / scale;
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X = (m(1,0) + m(0,1) ) / scale;
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Y = 0.25f * scale;
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Z = (m(1,2) + m(2,1) ) / scale;
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W = (m(0,2) - m(2,0) ) / scale;
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Z = (m(2,1) + m(1,2) ) / scale;
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W = (m(2,0) - m(0,2) ) / scale;
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}
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else
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{
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const f32 scale = sqrtf( 1.0f + m(2,2) - m(0,0) - m(1,1)) * 2.0f;
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// TODO: speed this up
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X = (m(0,2) + m(2,0)) / scale;
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Y = (m(1,2) + m(2,1)) / scale;
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X = (m(2,0) + m(0,2)) / scale;
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Y = (m(2,1) + m(1,2)) / scale;
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Z = 0.25f * scale;
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W = (m(1,0) - m(0,1)) / scale;
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W = (m(0,1) - m(1,0)) / scale;
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}
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}
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return normalize();
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}
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#endif
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// multiplication operator
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inline quaternion quaternion::operator*(const quaternion& other) const
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return quaternion(X+b.X, Y+b.Y, Z+b.Z, W+b.W);
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}
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#if !IRR_TEST_BROKEN_QUATERNION_USE
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// Creates a matrix from this quaternion
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inline matrix4 quaternion::getMatrix() const
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{
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core::matrix4 m;
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getMatrix_transposed(m);
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getMatrix(m, core::vector3df(0,0,0));
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return m;
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}
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#endif
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/*!
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Creates a matrix from this quaternion
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@ -177,7 +177,8 @@ bool CB3DMeshFileLoader::readChunkNODE(CSkinnedMesh::SJoint *inJoint)
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positionMatrix.setTranslation( joint->Animatedposition );
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core::matrix4 scaleMatrix;
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scaleMatrix.setScale( joint->Animatedscale );
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core::matrix4 rotationMatrix = joint->Animatedrotation.getMatrix();
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core::matrix4 rotationMatrix;
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joint->Animatedrotation.getMatrix_transposed(rotationMatrix);
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joint->LocalMatrix = positionMatrix * rotationMatrix * scaleMatrix;
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@ -501,7 +501,9 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
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tmpMatrix=jnt->LocalMatrix*tmpMatrix;
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k->rotation = core::quaternion(tmpMatrix);
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// IRR_TEST_BROKEN_QUATERNION_USE: TODO - switched from tmpMatrix to tmpMatrix.getTransposed() for downward compatibility.
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// Not tested so far if this was correct or wrong before quaternion fix!
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k->rotation = core::quaternion(tmpMatrix.getTransposed());
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}
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// get translation keyframes
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@ -773,7 +773,10 @@ void COgreMeshFileLoader::composeObject(void)
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ISkinnedMesh::SJoint* joint = m->addJoint();
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joint->Name=Skeleton.Bones[i].Name;
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joint->LocalMatrix = Skeleton.Bones[i].Orientation.getMatrix();
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// IRR_TEST_BROKEN_QUATERNION_USE: TODO - switched to getMatrix_transposed instead of getMatrix for downward compatibility.
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// Not tested so far if this was correct or wrong before quaternion fix!
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Skeleton.Bones[i].Orientation.getMatrix_transposed(joint->LocalMatrix);
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if (Skeleton.Bones[i].Scale != core::vector3df(1,1,1))
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{
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core::matrix4 scaleMatrix;
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poskey->position=keyjoint->LocalMatrix.getTranslation()+frame.Position;
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ISkinnedMesh::SRotationKey* rotkey = m->addRotationKey(keyjoint);
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rotkey->frame=frame.Time*25;
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rotkey->rotation=core::quaternion(keyjoint->LocalMatrix)*frame.Orientation;
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// IRR_TEST_BROKEN_QUATERNION_USE: TODO - switched from keyjoint->LocalMatrix to keyjoint->LocalMatrix.getTransposed() for downward compatibility.
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// Not tested so far if this was correct or wrong before quaternion fix!
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rotkey->rotation=core::quaternion(keyjoint->LocalMatrix.getTransposed())*frame.Orientation;
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ISkinnedMesh::SScaleKey* scalekey = m->addScaleKey(keyjoint);
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scalekey->frame=frame.Time*25;
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scalekey->scale=frame.Scale;
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{
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joint->GlobalSkinningSpace=false;
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joint->LocalAnimatedMatrix=joint->Animatedrotation.getMatrix();
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// IRR_TEST_BROKEN_QUATERNION_USE: TODO - switched to getMatrix_transposed instead of getMatrix for downward compatibility.
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// Not tested so far if this was correct or wrong before quaternion fix!
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joint->Animatedrotation.getMatrix_transposed(joint->LocalAnimatedMatrix);
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// --- joint->LocalAnimatedMatrix *= joint->Animatedrotation.getMatrix() ---
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f32 *m1 = joint->LocalAnimatedMatrix.pointer();
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@ -1877,8 +1877,10 @@ bool CXMeshFileLoader::parseDataObjectAnimationKey(ISkinnedMesh::SJoint *joint)
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ISkinnedMesh::SRotationKey *keyR=AnimatedMesh->addRotationKey(joint);
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keyR->frame=time;
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keyR->rotation= core::quaternion(mat);
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// IRR_TEST_BROKEN_QUATERNION_USE: TODO - switched from mat to mat.getTransposed() for downward compatibility.
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// Not tested so far if this was correct or wrong before quaternion fix!
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keyR->rotation= core::quaternion(mat.getTransposed());
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ISkinnedMesh::SPositionKey *keyP=AnimatedMesh->addPositionKey(joint);
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keyP->frame=time;
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Loading…
Reference in New Issue